Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Chris Kuliukas
Thanks Lionel & Seb, that's very helpful. When I tried setting ints to a 
Sampler2D array it said that it couldn't take ints, which is why I thought it 
wasn't supported. If I set to ints directly though it does work.


http://www.hrwallingford.com/facilities/ship-simulation-centre 
(http://www.hrwallingford.com/facilities/ship-simulation-centre)

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Re: [osg-users] Does OSG still build against Qt 4.8.7?

2016-03-22 Thread Marko Käning
Hi,

I tried again.

Here is an excerpt of my MacPorts’ Portfile:
---
configure.args-append   -DOSG_CONFIG_HAS_BEEN_RUN_BEFORE=YES \
-DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \
-DOSG_WINDOWING_SYSTEM=Cocoa \
-DOSG_USE_QT:BOOL=OFF

# disable unwanted optional dependencies to avoid opportunistic configuration
# before cmake 2.8 this required patching CMakeLists.txt
# TODO: add some of these back either directly or as variants after testing

configure.args-append   -DCMAKE_DISABLE_FIND_PACKAGE_Inventor=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_COLLADA=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_FBX=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_Xine=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_OpenVRML=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_Performer=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_GTA=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_LibVNCServer=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_OurDCMTK=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_SDL2=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_SDL=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_GtkGl=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_DirectInput=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_NVTT=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_Asio=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_ZeroConf=1 \
-DCMAKE_DISABLE_FIND_PACKAGE_LIBLAS=1

variant qt4 description "with Qt4 support" {
configure.args-delete -DOSG_USE_QT:BOOL=OFF
configure.args-append -DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4
}

variant qt5 description "with Qt5 support" {
configure.args-delete -DOSG_USE_QT:BOOL=OFF
configure.args-append -DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=5
}
---






Variant ‘qt5’ works, but variant ‘qt4’ fails to do so:

---
-- Found osgDB: /opt/local/lib/libosgDB.dylib  
-- Found osgGA: /opt/local/lib/libosgGA.dylib  
-- Found osgManipulator: /opt/local/lib/libosgManipulator.dylib  
-- Could NOT find osgQt (missing:  OSGQT_LIBRARY OSGQT_INCLUDE_DIR) 
-- Found osgText: /opt/local/lib/libosgText.dylib  
-- Found osgUtil: /opt/local/lib/libosgUtil.dylib  
-- Found osgViewer: /opt/local/lib/libosgViewer.dylib  
-- Found osgWidget: /opt/local/lib/libosgWidget.dylib  
-- Found osg: /opt/local/lib/libosg.dylib  
-- Found OpenThreads: /opt/local/lib/libOpenThreads.dylib  
CMake Error at 
/opt/local/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:148 
(message):
  Could NOT find OpenSceneGraph (missing: OPENSCENEGRAPH_INCLUDE_DIR
  OSGQT_FOUND) (found suitable version "3.4.0", minimum required is "3.4.0")
Call Stack (most recent call first):
  /opt/local/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:388 
(_FPHSA_FAILURE_MESSAGE)
  /opt/local/share/cmake-3.5/Modules/FindOpenSceneGraph.cmake:234 
(FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  CMakeLists.txt:38 (find_package)


-- Configuring incomplete, errors occurred!
---


What am I missing?
Why isn't the libosgQt library built in case of Qt4?

Greets,
Marko

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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2016-03-22 Thread Marko Käning

Thanks, Robert, for the clarifications!

OK, will mark them as spam.

Greets,
Marko
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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2016-03-22 Thread Robert Osfield
Hi Marko,

This issue was discussed a few weeks back and we looked into it and we
couldn't find any evidence that email message is posted by the osg-users
mailing list or forum.  It looks like one of the subscribers email address
is producing the response, but unfortunately there is no one subscribed
with that domain so it's not possible to work out which is the problem
address.  Short of unsubscribing everyone and getting users to re-subscribe
there isn't any more we can do at this point.  I'm open to suggestions.

For subscribers like yourself the best thing would probably be to just mark
them as spam.

Robert.

On 22 March 2016 at 17:47, Marko Käning  wrote:

> Hi,
>
> for every post I sent to this list I get replies with "Incident ID”'s like
> this:
>
>
> On 14 Feb 2016, at 11:04 , donotre...@secureserver.net wrote:
>
> We received your inquiry
> Your inquiry has been received. You should expect a response within 72
> hours.
>
> This is your Incident ID: 28856266
>
> Thanks,
> Customer Service
>
> Please do not reply to this email. Emails sent to this address will not be
> answered.
> © 2016. All rights reserved.
>
>
>
> returned…
>
> Is that normal?
>
> Or are these messaged from secureserver.net not generated by this list’s
> mailing list daemon at all and I need to search somewhere else?
>
> Greets,
> Marko
>
>
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[osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2016-03-22 Thread Marko Käning
Hi,

for every post I sent to this list I get replies with "Incident ID”'s like this:


On 14 Feb 2016, at 11:04 , donotre...@secureserver.net wrote:

> 
> We received your inquiry
> Your inquiry has been received. You should expect a response within 72 hours. 
> 
> This is your Incident ID: 28856266 
> 
> Thanks, 
> Customer Service 
> 
> Please do not reply to this email. Emails sent to this address will not be 
> answered.
> © 2016. All rights reserved.


returned…

Is that normal?

Or are these messaged from secureserver.net not generated by this list’s 
mailing list daemon at all and I need to search somewhere else? 

Greets,
Marko

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Re: [osg-users] Does OSG still build against Qt 4.8.7?

2016-03-22 Thread Marko Käning
Hi Christian,

On 22 Mar 2016, at 18:10 , Christian Schulte  wrote:
> it's a little bit late... ;-)
> You are right I meant Qt 4.8.7, not 8.4.0 (wonder what it would look like 
> this version of Qt:-D )!

;-)


> The main problem I think is that you have probably both version installed on 
> your machine and the first found by CMake is the Qt5. Look which version of 
> qmake is found in the cmake-gui (or ccmake). That's the starting point for 
> the Qt choice of CMake.

Ah, no, I have only qt4 installed on that machine.

Greets,
Marko
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[osg-users] Crash on Mac OS X

2016-03-22 Thread Ale Maro
Hi,

I recently compiled my Qt-based application and OSG 3.4.0 on OSX (clang).
Everything seems working fine but I have a problem with a custom dragger 
(derived on osgManipulation::Dragger).
In the handle method of osgManipulator::Dragger I have a crash in a 
dynamic_cast. Debugging the code everything seems ok.
I already tried compiling my application with -fvisibility=hidden with no 
result.
Under windows there are no problems.

I suppose I should try to recompile OSG with different settings related to 
symbol visibility. Any suggestions? Thanks.

Best regards

Ale

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Re: [osg-users] Does OSG still build against Qt 4.8.7?

2016-03-22 Thread Christian Schulte

Sorry Marko,

it's a little bit late... ;-)
You are right I meant Qt 4.8.7, not 8.4.0 (wonder what it would look 
like this version of Qt:-D )!
The main problem I think is that you have probably both version 
installed on your machine and the first found by CMake is the Qt5. Look 
which version of qmake is found in the cmake-gui (or ccmake). That's the 
starting point for the Qt choice of CMake.


Regards,

Christian

Le 22/03/2016 16:34, Marko Käning a écrit :

Hi Christian,

On 22 Mar 2016, at 16:23 , Christian Schulte  wrote:

I confirm you that OSG 3.4.0 still builds with QT 8.4.0 on Windows Seven and on 
Linux CentOS 6.7.

you probably mean Qt 4.8.0?!

I wonder whether

-DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4

is actually enough to get it to build the osgQt lib…

For some reason I could get this to work for Qt5 only, trying the same for Qt4 
on OSX didn't succeed for me - up to now.

Greets,
Marko

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Re: [osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.

2016-03-22 Thread Diwas Bhattarai
Hi,

Here is the link to the Errors that I get. http:// pastebin. com /0Z6Zk553

Following is the code that I compile.

Code:
#include 
#include
#include
#include
#include
#include
#include

int
main()
{
//create a viewer
osgViewer::Viewer viewer;
viewer.setCameraManipulator(
new
osgGA::TrackballManipulator());
// Load a model
osg::Node* modelNode = osgDB::readNodeFile("cow.osg");
if
(!modelNode)
{
std::cout <<" could not find model "<< std::endl;
return  0;
}
osg::Group* root =  new osg::Group();
root->addChild(modelNode);
viewer.setSceneData(root);
while
(!viewer.done())
{
viewer.frame();
}
}



I tried  /MD also but same problem.

Thank you!

Cheers,
Diwas[/code]

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[osg-users] setPadding inside osgWidget::Canvas (osg 3.0.1)

2016-03-22 Thread Sebastian Schmidt
Hi,

I can not see borders of my osgWidget::Widget after callling setPadding().
The widget is inside of a osgWidget::Canvas object. 
Does this function only work for osgWidget:Box ?
... 

Thank you!

Cheers,
Sebastian

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Re: [osg-users] Does OSG still build against Qt 4.8.7?

2016-03-22 Thread Marko Käning
Hi Christian,

On 22 Mar 2016, at 16:23 , Christian Schulte  wrote:
> I confirm you that OSG 3.4.0 still builds with QT 8.4.0 on Windows Seven and 
> on Linux CentOS 6.7.

you probably mean Qt 4.8.0?!

I wonder whether 

-DOSG_USE_QT:BOOL=ON -DDESIRED_QT_VERSION=4

is actually enough to get it to build the osgQt lib…

For some reason I could get this to work for Qt5 only, trying the same for Qt4 
on OSX didn't succeed for me - up to now.

Greets,
Marko

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[osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.

2016-03-22 Thread Diwas Bhattarai
Hi,
I will explain what I did till now:

1. Donwloaded OSG and extracted on the folder OSGraph/OpenSceneGraph-3.4.0.
2. Downloaded 3rdParty folder 64bit and extracted on the folder 
OSGraph/3rdParty.
3.Installed Cmake and Browed to OSGraph/OpenSceneGraph-3.4.0 folder on "Where 
is the source code".
4. On the option "Where to build the binaries" -> 
OSGraph/OpenSceneGraph-3.4.0/build. 
5. CMAKE_INSTALL_PREFIX ->OSGraph/osg
6. Clicked on Configure -> "Visual Studio 12 2013 Win64" and then Generate.
7. Opened OSGraph/OpenSceneGraph-3.4.0/build/OpenSceneGraph.sln, Release mode-> 
and right click on "ALL_BUILD" and clicked Build.
8. After an hour the built is finished and again right click on "INSTALL" and 
clicked Build. Now I get three folders on OSGraph/osg namely bin, include and 
lib.(I suppose these are the files that I need to include on my project).
9. Created new Visual Studio-Project
- Win32 Console Application
- Empty project
10. Release Mode and then I set the Project-Properties as follows:
- General -> Character Set -> Use Multi-Byte Character Set
- C/C++ -> General -> Additional Include Directories -> 
"OSGraph/osg/include”
- C/C++ -> Code Generation -> Runtime Library -> Multi-threaded Debug 
DLL (/MDd)
- C/C++ -> Language -> Enable Run-Time Type Info -> Yes (/GR)
- Linker -> General -> Additional Library Directories -> 
"OSGraph/osg/lib“
- Linker -> Input -> Additional Dependencies -> "osg.lib, 
osgAnimation.lib, osgDB.lib, osgFX.lib, osgGA.lib, osgManipulator.lib, 
osgParticle.lib, osgPresentation.lib, osgShadow.lib, osgSim.lib, 
osgTerrain.lib, osgText.lib, osgUI.lib, osgUtil.lib, osgViewer.lib, 
osgVolume.lib, osgWidget.lib, OpenThreads.lib“  
11.Now I try to built then I get more than 300 LNK error: ie LNK2028, LNK2019, 
LNK1120.


Can Anybody tell me what I am doing wrong? 


Thank you!

Cheers,
Diwas

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Re: [osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.

2016-03-22 Thread Sebastian Messerschmidt

Hi Diwas,

Can you be a bit more specific on the Linker error you are getting?
It is hard to guess what might be missing without some output and maybe 
some minimal code.

The only thing I'm spotting is the /MDd. Have you tried /MD instead?

Cheers
Sebastian



Hi,
I will explain what I did till now:

1. Donwloaded OSG and extracted on the folder OSGraph/OpenSceneGraph-3.4.0.
2. Downloaded 3rdParty folder 64bit and extracted on the folder 
OSGraph/3rdParty.
3.Installed Cmake and Browed to OSGraph/OpenSceneGraph-3.4.0 folder on "Where is the 
source code".
4. On the option "Where to build the binaries" -> 
OSGraph/OpenSceneGraph-3.4.0/build.
5. CMAKE_INSTALL_PREFIX ->OSGraph/osg
6. Clicked on Configure -> "Visual Studio 12 2013 Win64" and then Generate.
7. Opened OSGraph/OpenSceneGraph-3.4.0/build/OpenSceneGraph.sln, Release mode-> and right 
click on "ALL_BUILD" and clicked Build.
8. After an hour the built is finished and again right click on "INSTALL" and 
clicked Build. Now I get three folders on OSGraph/osg namely bin, include and lib.(I 
suppose these are the files that I need to include on my project).
9. Created new Visual Studio-Project
- Win32 Console Application
- Empty project
10. Release Mode and then I set the Project-Properties as follows:
- General -> Character Set -> Use Multi-Byte Character Set
- C/C++ -> General -> Additional Include Directories -> 
"OSGraph/osg/include”
- C/C++ -> Code Generation -> Runtime Library -> Multi-threaded Debug 
DLL (/MDd)
- C/C++ -> Language -> Enable Run-Time Type Info -> Yes (/GR)
- Linker -> General -> Additional Library Directories -> 
"OSGraph/osg/lib“
- Linker -> Input -> Additional Dependencies -> "osg.lib, 
osgAnimation.lib, osgDB.lib, osgFX.lib, osgGA.lib, osgManipulator.lib, osgParticle.lib, 
osgPresentation.lib, osgShadow.lib, osgSim.lib, osgTerrain.lib, osgText.lib, osgUI.lib, 
osgUtil.lib, osgViewer.lib, osgVolume.lib, osgWidget.lib, OpenThreads.lib“
11.Now I try to built then I get more than 300 LNK error: ie LNK2028, LNK2019, 
LNK1120.


Can Anybody tell me what I am doing wrong?


Thank you!

Cheers,
Diwas

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[osg-users] Does OSG still build against Qt 4.8.7?

2016-03-22 Thread Marko Käning
Hi,

I was wondering whether the latest stable 3.4.0 still builds with Qt4?

Greets,
Marko
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Re: [osg-users] Visual Studio 2015 dependencies?

2016-03-22 Thread Jordi Torres
Hi all,

Added a link to dependencies section:
http://www.openscenegraph.org/index.php/download-section/dependencies

Cheers.

2016-03-22 13:58 GMT+01:00 Björn Blissing :

>
> Trajce Nikolov NICK wrote:
> > Hi Bjorn,
> >
> > I am using these CMake scripts, and many others as I follow the user
> lists ..
> > And you are forced to repeat yourself dosen of times with the same link
> >
> >
> > Maybe you talk to Robert to place info about your github project on the
> web :)
> >
>
>
> Hi Nick,
>
> I have no problem if a link to the github page gets added to the
> dependencies section of the osg homepage. But someone with edit permissions
> have to make the change.
>
> Regards
> Björn
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Re: [osg-users] Visual Studio 2015 dependencies?

2016-03-22 Thread Björn Blissing

Trajce Nikolov NICK wrote:
> Hi Bjorn,
> 
> I am using these CMake scripts, and many others as I follow the user lists .. 
> And you are forced to repeat yourself dosen of times with the same link
> 
> 
> Maybe you talk to Robert to place info about your github project on the web :)
> 


Hi Nick,

I have no problem if a link to the github page gets added to the dependencies 
section of the osg homepage. But someone with edit permissions have to make the 
change.

Regards
Björn

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Re: [osg-users] Visualization problem on iMac 5K

2016-03-22 Thread Ale Maro
Thank you for the hint. That was the problem.
I used osgQt not in the right way

Ciao

Ale

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Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Sebastian Messerschmidt

Hi Chris,

Following Lionels reply I did a quick test which seems to work:

void addSamplerArray(osg::StateSet* ss)
{
osg::Uniform* uniform = new osg::Uniform(osg::Uniform::INT, "test",2);
uniform->setElement(0,0);
uniform->setElement(1,1);

osg::Texture2D* tex1 = new 
osg::Texture2D(osgDB::readImageFile("./resources/textures/tex1.png"));
osg::Texture2D* tex2 = new 
osg::Texture2D(osgDB::readImageFile("./resources/textures/tex2.png"));

ss->addUniform(uniform);
ss->setTextureAttributeAndModes(0, tex1, osg::StateAttribute::ON);
ss->setTextureAttributeAndModes(1, tex2, osg::StateAttribute::ON);
}

fragment shader:

#version 400 compatibility
uniform sampler2D test[2];
in vec2 texCoord;
void main()
{
gl_FragColor = texture2D(test[1], texCoord)*texture2D(test[0], 
texCoord);

}



Thanks, I'll have to think about whether it would be feasible for me to spend 
time in this project altering osg core..

See i do like texture arrays, they would be ideal, except that I'm dealing with 
GIS data grids, so stretching/compressing them would lose information or memory 
space. I want to be able to store several grids of various sizes at the correct 
resolution, and be able to look up data from them programmatically in the 
shaders so I can superimpose data from one layer onto another etc.
I see. But be aware that dynamic access is not allowed in every case. 
The value for the look up has some constraints:


[1] https://www.opengl.org/wiki/Data_Type_%28GLSL%29#Opaque_arrays


Cheers
Sebastian




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Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Chris Kuliukas
Thanks, I'll have to think about whether it would be feasible for me to spend 
time in this project altering osg core..

See i do like texture arrays, they would be ideal, except that I'm dealing with 
GIS data grids, so stretching/compressing them would lose information or memory 
space. I want to be able to store several grids of various sizes at the correct 
resolution, and be able to look up data from them programmatically in the 
shaders so I can superimpose data from one layer onto another etc.


http://www.hrwallingford.com/facilities/ship-simulation-centre 
(http://www.hrwallingford.com/facilities/ship-simulation-centre)

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Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Lionel Lagarde

Hi,

The OpenGL command used to update a sampler* uniform is glUniformi[fv].
Sampler* uniforms are int uniforms.

An uniform of type 'array of INT' works (It works for me).

On 22/03/2016 10:36, Sebastian Messerschmidt wrote:

Hi Chris,

Hi,

Working on an app that is going to be doing a lot of work with large 
texture processing, and will need to squeeze as much data into 
graphics memory as possible and allow many textures to be referenced 
programmatically.


I've got texture arrays working, but can't use this for all 
requirements since all layers in a texture array have to be the same 
size.




It looks like I could use sampler arrays (e.g. sampler2D 
myTextures[20]; ), but osg::Uniform doesn't seem to support such a 
thing.
Arrays of samplers is used almost by no one any more. I usually use 
TextureArrays and simply resize the textures to a common size (usually 
the "biggest"). Texture arrays are efficient and easy to use.
I'd like to see the "array of sampler"-support in OSG anyways, since 
there might be situations where texture arrays are not efficient.
Another alternative are bindless textures, but we would need to add 
support to OSG too.

Last alternative could be a texture atlas.

Since you mentioned "texture processing", you might want to look into 
BufferTextures. They don't have any filtering (only texelfetch), but 
IIRC they support large amounts of texels.
So if you don't need HW-filtering/mipmapping you can use them as atlas 
textures.


Cheers
Sebastian



I'm also wondering if there's an easy way to easily run your own 
OpenGL commands in case something isn't supported yet and you just 
want to use GL directly instead of waiting for the OSG implementation?


Thank you!

Cheers,
Chris


http://www.hrwallingford.com/facilities/ship-simulation-centre 
(http://www.hrwallingford.com/facilities/ship-simulation-centre)


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Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Sebastian Messerschmidt

Hi Chris,

Hi,

Working on an app that is going to be doing a lot of work with large texture 
processing, and will need to squeeze as much data into graphics memory as 
possible and allow many textures to be referenced programmatically.

I've got texture arrays working, but can't use this for all requirements since 
all layers in a texture array have to be the same size.




It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; ), but 
osg::Uniform doesn't seem to support such a thing.
Arrays of samplers is used almost by no one any more. I usually use 
TextureArrays and simply resize the textures to a common size (usually 
the "biggest"). Texture arrays are efficient and easy to use.
I'd like to see the "array of sampler"-support in OSG anyways, since 
there might be situations where texture arrays are not efficient.
Another alternative are bindless textures, but we would need to add 
support to OSG too.

Last alternative could be a texture atlas.

Since you mentioned "texture processing", you might want to look into 
BufferTextures. They don't have any filtering (only texelfetch), but 
IIRC they support large amounts of texels.
So if you don't need HW-filtering/mipmapping you can use them as atlas 
textures.


Cheers
Sebastian



I'm also wondering if there's an easy way to easily run your own OpenGL 
commands in case something isn't supported yet and you just want to use GL 
directly instead of waiting for the OSG implementation?

Thank you!

Cheers,
Chris


http://www.hrwallingford.com/facilities/ship-simulation-centre 
(http://www.hrwallingford.com/facilities/ship-simulation-centre)

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Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Robert Osfield
Hi Chris,

You can subclass from osg::StateAttribute and implement your own GL state
calls in the same way as all the core StateAttribute classes implement
their GL state calls.  The osg::Uniform is an exception though as there are
particular rules about when uniforms can be applied - you have to know that
the appropriate glProgram is applied prior to assign the uniforms to them.

osg::State manages this task, applying all osg::StateAttribute then
applying the osg::Uniform.  The add sampler arrays the natural place would
be to modify the core osg::Uniform and simply submit this for inclusion in
the core OSG.

Robert

On 22 March 2016 at 06:32, Chris Kuliukas  wrote:

> Hi,
>
> Working on an app that is going to be doing a lot of work with large
> texture processing, and will need to squeeze as much data into graphics
> memory as possible and allow many textures to be referenced
> programmatically.
>
> I've got texture arrays working, but can't use this for all requirements
> since all layers in a texture array have to be the same size.
>
> It looks like I could use sampler arrays (e.g. sampler2D myTextures[20];
> ), but osg::Uniform doesn't seem to support such a thing.
>
>
> I'm also wondering if there's an easy way to easily run your own OpenGL
> commands in case something isn't supported yet and you just want to use GL
> directly instead of waiting for the OSG implementation?
>
> Thank you!
>
> Cheers,
> Chris
>
> 
> http://www.hrwallingford.com/facilities/ship-simulation-centre (
> http://www.hrwallingford.com/facilities/ship-simulation-centre)
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66577#66577
>
>
>
>
>
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[osg-users] Support for sampler arrays

2016-03-22 Thread Chris Kuliukas
Hi,

Working on an app that is going to be doing a lot of work with large texture 
processing, and will need to squeeze as much data into graphics memory as 
possible and allow many textures to be referenced programmatically.

I've got texture arrays working, but can't use this for all requirements since 
all layers in a texture array have to be the same size.

It looks like I could use sampler arrays (e.g. sampler2D myTextures[20]; ), but 
osg::Uniform doesn't seem to support such a thing.


I'm also wondering if there's an easy way to easily run your own OpenGL 
commands in case something isn't supported yet and you just want to use GL 
directly instead of waiting for the OSG implementation?

Thank you!

Cheers,
Chris


http://www.hrwallingford.com/facilities/ship-simulation-centre 
(http://www.hrwallingford.com/facilities/ship-simulation-centre)

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